In vanilla, the use text of a staff or consumable item only displays if that item is of a set few types. This is great and functional and all, but a common solution to make un-stealable items is to make them classed as a sword, for example, instead of an item. This means that they will display the use text for a weapon where it calculates attack, hit and whatnot. This is not ideal so I made an inline edit to check if an item is a weapon, and if not then draw the item use text.
EA script:
// Bases item use text displaying in the item menu on whether the item can be equipped as a weapon,
// instead of what item type it is
// By Ditto
PUSH
ORG 0x1E7E6 // In UpdateMenuItemPanel
SHORT 0xF7F8 0xFEC1 // bl 0x0801756C (GetItemAttributes)
SHORT 0x2101 // mov r1, #0x1
SHORT 0x4208 // tst r0, r1
SHORT 0xD159 // bne 0x0801E8A4
SHORT 0xE006 // b 0x0801E800
POP
Have you ever thought that FE7 was too boring, and you needed a little something extra? You just NEEDED that low% crit to hit every single time? Fret not! I have just the thing for you!
Perfect luck!
But for FE7 because I wanted to do TLP 0% without losing my mind arrow wiggling-
It adds a menu option to the map menu, so if you’ve edited that you’ll have to supply your own files for MapMenuItems1.bin and MapMenuItems2.bin. When pressed, it will make a confirm boop when it is turned on and a rejected boop when turned off. I would make a textbox appear, but I haven’t dug into finding how to call the event engine in FE7 nor do I particularly care to. If someone gives me the address of the function and also the eventing to do so I will consider maybe adding it.
Download here: FE7 Perfect Luck
The file to include / insert is .FE7PerfectLuck.event, Anti-Huffman is a prerequisite as otherwise you get this: